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<blockquote data-quote="rmcoen" data-source="post: 8241499" data-attributes="member: 6692404"><p>I read through all these pages, and I noted that there were several that my group of "RAW or nothing!" diehards had already edited or handwaved away. Simplest example being "if you can't see your target, you have disadvantage REGARDLESS OF THE TARGETS ABILITY TO SEE YOU".</p><p></p><p>I also hate - oops, wrong thread... - I am also BUGGED by the "binary status" of "0hp" vs. "anything greater than 0". My table addresses this with some flavor text ("Bruised" at 75%, "Bloodied" at 50%, and "Battered" at 25%) which have no penalties associated, and the houserule "If you hit 0hp, you gain a level of exhaustion."</p><p>What's the point of the flavor text? Twofold. First... it's a clue to monster status; likewise, it's a clue for monster behavior to change either due to its own status or its foes' status (like attacking "the weakest"). Second... I don't allow anyone at my table to state their hp!</p><p></p><p>So the healer types have to judge for themselves when to heal their allies, with the exhaustion penalty if a character goes down to 0. In effect, it incentivizes keeping people "topped up" [Bruised or better], rather than waiting for a collapse or "I'm at 6 hp, these things do 5, I can wait a round" nonsense metagaming.</p><p></p><p>But <em>none</em> of my players want a "death spiral" of penalties on these statuses so really I've doused the pig in perfume and given it some lipstick...</p></blockquote><p></p>
[QUOTE="rmcoen, post: 8241499, member: 6692404"] I read through all these pages, and I noted that there were several that my group of "RAW or nothing!" diehards had already edited or handwaved away. Simplest example being "if you can't see your target, you have disadvantage REGARDLESS OF THE TARGETS ABILITY TO SEE YOU". I also hate - oops, wrong thread... - I am also BUGGED by the "binary status" of "0hp" vs. "anything greater than 0". My table addresses this with some flavor text ("Bruised" at 75%, "Bloodied" at 50%, and "Battered" at 25%) which have no penalties associated, and the houserule "If you hit 0hp, you gain a level of exhaustion." What's the point of the flavor text? Twofold. First... it's a clue to monster status; likewise, it's a clue for monster behavior to change either due to its own status or its foes' status (like attacking "the weakest"). Second... I don't allow anyone at my table to state their hp! So the healer types have to judge for themselves when to heal their allies, with the exhaustion penalty if a character goes down to 0. In effect, it incentivizes keeping people "topped up" [Bruised or better], rather than waiting for a collapse or "I'm at 6 hp, these things do 5, I can wait a round" nonsense metagaming. But [I]none[/I] of my players want a "death spiral" of penalties on these statuses so really I've doused the pig in perfume and given it some lipstick... [/QUOTE]
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